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Indoors

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So, I've tried doing this 2 ways, and neither work, one could with some messing around, but I'm not sure if it's even possible

I'm going for a base with an indoors area, and I know you're about to say "Place an area off map and teleport people there" but that's just not how I want it, plus I want a roof anyways.

So first I tried using bridges, but that was a pathing nightmare, blocking pathing both above AND below, so that didn't work.

So next I placed a ton of Elevators in the base and decided to make them rise to level 3 at the beginning, and it worked somewhat, the positioning was awkward, and might work with tweaking and a ton more elevators to fill gaps. But the issue was: You can't walk UNDER them!

Now I need a way to make a roof that can be seen from below and walkable from the top. I've considered adding invisible platforms and letting people figure it out, but they're impossible to place, being invisible, and that means I can't even see if they'd work for my purpose, since I can't tell their vertical elevation.

I need a solution, and I'm running out of ideas quick.

Before anyone asks, I'm doing a First Person perspective, so this is the best way to do it for me.
 
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Once upon a time, I saw a map that allowed you to walk both under a bridge and across/over it, but I cannot remember the map name and was unable to discover the secret because the map was un-openable.

As for invisible platforms, you could temporarily change the model file and/or have the map show "info display" to help you place them. As for multiple levels, I suppose you could have units be replaced with alternate versions of themselves. Lemme explain...

When you have units go into certain areas of the house (as they begin to move upstairs for example), the unit is replaced with a "flying" version of itself. The only reason I suggest this is because there are both flying-only pathing blockers and ground-only pathing blockers, allowing you to effectively overlap two very different pathing environments... assuming the unit is able to comfortably switch between ground movement type and flying movement type at ease.

No matter what way you choose to go about this, it will always be a pathing nightmare... there's no way around it.

If it helps at all, using the ctrl+PgUp function to raise the natural elevation of your "elevator doodads" also raises the base elevation of the doodad (elevation 1 is no longer at ground level, but whatever elevation you set the doodad to).

I suppose you could also "recreate" the pathing blockers as destructibles, allowing you to remove and create pathing blocks during the game. However, this method is most definately NOT multi-unit/multi-player friendly.

Hope any of those ideas helped :/
 
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Yes, it should work. But like you said, a pathing nightmare.

I guess I'll throw this map to the back of my priorities list until I can figure out EXACTLY how I'll do it. And even then, once I replicate it for one base I still have to do a mirrored image one.

See, because of the camera view, I need to player to keep his selected unit. Should I use a "Event: Select last created unit" trigger, so that when it recreates the hero in a flying form he is re-selected?
 
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